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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 683117 times)

pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4260 on: December 17, 2019, 10:49:48 pm »

hey, thanks.  Sounds like I have to at least examine the new civilization tags and update the various attack speeds.

Sad about the interactions being the same tho.
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
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Noobboyo

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4261 on: December 20, 2019, 08:10:59 pm »

How would I make a creature that can teach people a secret like for example  necromancy
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4262 on: December 28, 2019, 12:59:33 am »

You basically need the secret you want, making sure it has a "creature action" I_source line like;

[I_SOURCE:CREATURE_ACTION]
   [IS_HIST_STRING_1: granted ]
   [IS_HIST_STRING_2: the powers of life and death through magical means]

It should also have [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED] to prevent them trying to grant the powers again to someone who already has them.

Then on the creature it needs a CDI like;

   [CAN_DO_INTERACTION:<your secret interaction's ID here>]
      [CDI:ADV_NAME:Grant Powers of Life and Death]
      [CDI:USAGE_HINT:CLEAN_SELF] <- only necessary if the creature needs to grant itself powers it should logically already possess, since it's giving them to others. May not apply
      [CDI:USAGE_HINT:CLEAN_FRIEND]
      [CDI:VERB:grant power:grants power:NA]
      [CDI:TARGET_VERB:are introduced to new and vast power:cackles as they are introduced to new and vast power]
      [CDI:TARGET:A:SELF_ALLOWED:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:A:10]
      [CDI:MAX_TARGET_NUMBER:A:1]
      [CDI:WAIT_PERIOD:10]

Let me know if that helps at all
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4263 on: December 29, 2019, 05:56:43 pm »

be warned that the ai will very liberally gift this dark knowledge to anything it can.  Dogs, cats, neutral things that talk to it.  Anything that is part of its faction/group for sure.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4264 on: January 01, 2020, 08:23:21 am »

Is it possible to remove a creature class with a syndrome?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4265 on: January 01, 2020, 08:34:28 am »

Is it possible to remove a creature class with a syndrome?

Nope.
Wiki says, syndrome's remove_tag possible tags to remove, are same as IT_REQUIRES's allowed tags:
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token
« Last Edit: January 01, 2020, 08:36:28 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
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Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4266 on: January 01, 2020, 12:15:26 pm »

Neither of these creatures can be created in arena mode, does anyone have any idea why? The errorlog says nothing about the creatures.
Code: [Select]
creature_yoke

[OBJECT:CREATURE]

[CREATURE:NINGYO]
[DESCRIPTION:A fish with a human face, that bestows immortality on those that consume it.]
[NAME:ningyo:ningyo:ningyo]
[CREATURE_TILE:'N'][COLOR:3:0:0]
[CREATURE_CLASS:MAMMAL]
[CAN_LEARN][CAN_SPEAK]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:6]
[BENIGN]
[CANOPENDOORS]
[LARGE_ROAMING]
[BIOME:ANY_OCEAN]
[FANCIFUL]
[FREQUENCY:100]
[AQUATIC][UNDERSWIM]
[IMMOBILE_LAND]
[PREFSTRING:immortality]
[BODY:BASIC_2PARTBODY:BASIC_HEAD_NECK:TAIL:SIDE_FINS:DORSAL_FIN:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[SELECT_MATERIAL:MUSCLE]
[SYNDROME]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_ADD_TAG:NO_AGING:NOBREATHE:NO_EAT:NO_DRINK:START:0]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[TISSUE:HAIR]
[TISSUE_NAME:hair:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:1]
[SUBORDINATE_TO_TISSUE:SCALE]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]
[TISSUE:EYEBROW]
[TISSUE_NAME:eyebrow:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SCALE]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[TISSUE:EYELASH]
[TISSUE_NAME:eyelash:eyelashes]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SCALE]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:20000]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10040]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:900:691:482:251:1900:2900] 35 kph
[SWIMS_INNATE]
[CANNOT_JUMP]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:BLACK:499:BROWN:99:CHARCOAL:99:DARK_BROWN:99:DARK_CHESTNUT:99:DARK_TAN:99:WHITE:6]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:1:0:12:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:SILVER:1]
[TLCM_NOUN:scales:PLURAL]
[TL_COLOR_MODIFIER:GOLD:299:BRONZE:199:COPPER:99:SILVER:3]
[TLCM_NOUN:scales:PLURAL]
[TLCM_TIMING:ROOT:1:0:12:0]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:LIGHT_BLUE:1]
[TLCM_NOUN:eyes:PLURAL]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
[TLCM_TIMING:ROOT:1:0:12:0]

[CREATURE:KASA_OBAKE]
[DESCRIPTION:A humanoid umbrella.]
[NAME:kasa-obake:kasa-obake:kasa-obake]
[CREATURE_TILE:'A'][COLOR:4:0:1]
[CAN_LEARN][CAN_SPEAK]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:6]
[BENIGN]
[CANOPENDOORS]
[LARGE_ROAMING]
[BIOME:ANY_DESERT]
[BIOME:ANY_TROPICAL_FOREST]
[FANCIFUL]
[FREQUENCY:100]
[NO_EAT]
[NO_DRINK]
[NO_SLEEP]
[NO_DIZZINESS]
[NO_FEVERS]
[NONAUSEA]
[NOPAIN]
[NOBREATHE]
[NOEXERT]
[NOSTUN]
[NOMEAT]
[NOSKIN]
[NOBONES]
[NOSKULL]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NOT_LIVING]
[PREFSTRING:cyclopean features]
[BODY:BASIC_2PARTBODY:BASIC_HEAD_NECK:BASIC_LEG:1EYE:MOUTH:TONGUE:LIPS:CHEEKS:ONE_EYELID:UMBRELLA]
[RELSIZE:BY_CATEGORY:TONGUE:900]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[STATE_COLOR:ALL:RED]
[TISSUE:SILK]
[TISSUE_NAME:silk:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SILK]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:THREAD:SILK]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[BODY_SIZE:0:0:4000]
[ITEMCORPSE:TOOL:ITEM_TOOL_UMBRELLA:LOCAL_CREATURE_MAT:SILK]
[ITEMCORPSE_QUALITY:5]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eye:SINGULAR]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eye:SINGULAR]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eye:SINGULAR]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10040]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:DARK_TAN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:eyes:PLURAL]
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4267 on: January 01, 2020, 02:13:02 pm »

I believe they need a caste_name as well as the creature name, because arena mode uses caste names. They should appear in the list as "nothing" without it
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I make Spellcrafts!
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Rumrusher

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4268 on: January 01, 2020, 02:36:36 pm »

Went and tested what happens if you enlisted via adventure mode one of those animal token arrived migrants and found out that it totally does fix their labors, which means for modders they probably should move in an adventurer to a military position, and go around recruiting the new members of the civ, I haven't tested if Talking to them gives them their labors but yeah there is  a solution.

though said solution requires another mode and uhh 4 weeks in game to pass between both modes if you want to get back to fort mode stuff.

I guess dfhack 'mode set' could cut down the in game days to 0, but like holy cow this opens up the idea of multi-species sites again.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
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Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4269 on: January 01, 2020, 11:14:52 pm »

Is there any way by which I might make my playable elves impervious to stress from rain/snow?

Hugo the Rawmancer pointed me toward this:

OccurrenceTrigger
when caught in (the rain/a snow storm/freakish weather)Went outside while it was raining, snowing, or in evil weather. Ambushers are used to bad weather and don't get this thought, and dwarves who like working outdoors won't get stressed from this.

I am loath to just give them all natural skill in Ambusher because having everyone run around trying to hunt is unworkable. So the question then is how do I make sure all of my elves 'like working outdoors'? Is this a creature thing or an entity thing?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4270 on: January 02, 2020, 09:13:28 am »

Is there any way by which I might make my playable elves impervious to stress from rain/snow?
None that I know of. There's mental attribute Patience, and stress_vulnerability but they're not rain-specific.

Nature-lovingness personality trait: cannot be commanded in raws. http://dwarffortresswiki.org/index.php/DF2014:Personality_trait

Entities have NATURE number.    [VALUE:NATURE:30]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4271 on: January 02, 2020, 11:24:35 am »

Is there any way by which I might make my playable elves impervious to stress from rain/snow?

I am loath to just give them all natural skill in Ambusher because having everyone run around trying to hunt is unworkable. So the question then is how do I make sure all of my elves 'like working outdoors'? Is this a creature thing or an entity thing?

Disabling the hunting job outright on the entity page (by micromanaging animal extermination/hunting manually using a militia squad) and adding accelerated (through skill-rate racial gains) or a recommended amount of ambusher skill would get around this, they can earn ambusher experience alternatively from doing sneaking raid missions instead. (which for a elf fortress might be pretty handy to obtain better gear)
Quote from: bit of anecdotal advice
Trained hunting animals are still worthwhile to bring on sneaking missions as they are less liable to fail your stealth like a war animal would while adding a minor layer of protection while they're at the mercy of w.g's battle weighting (which is wonky), a stealth and hunting trained tiger might die after mauling some goblins but keeps your casualties at a minimum.

I would take a guess that the game rolls dice on each party member and implicit party member (assigned pets) before determining if the stealth mission would be detected and a success before entering combat (which is unnessecary unless caught). Same goes for other squads negating the bonus of the dedicated stealth squad

Additionally you can disable pre-destined migrant labors to stop a torrent of migrant hunters arriving bow in hand ready to hunt, for the purposes of roleplay this can probably (it does restrict your ability to train naturally in a way that isnt out of bounds) be enough for elves's pacifistic 'nature'. However it stops other races like Dwarves for example bringing their own axes for woodcutting jobs and related miners doing the same if you were to switch playable entity tokens.

Edit - Whoops i forgot to actually explain how.

Migrant labors are found on Data -> Init -> D_init under [SET_LABOR_LISTS:SKILLS] (which is turned off when set to no, or set to unit type for all jobs in a category)

There's a few including [SKILL_LEARN_RATE] specifically you can see and access on the wiki for a particular or a set of skills including the degredation of skills.
« Last Edit: January 02, 2020, 11:29:55 am by FantasticDorf »
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Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4272 on: January 10, 2020, 10:36:03 am »

1. Will an intelligent grazer eat grass, or just eat normal food / starve?
2. Will an intelligent creature with the SPECIFIC_FOOD token still eat other foods?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4273 on: January 11, 2020, 09:12:02 am »

1. Will an intelligent grazer eat grass, or just eat normal food / starve?
2. Will an intelligent creature with the SPECIFIC_FOOD token still eat other foods?
as far as I know:
1. pet intelligent: eats grass.  child or militia-able intelligent: eats normal food.  guest intelligent: doesn't eat(not 100% sure).
2. I think they will. Are they pasture-able or are they people, I think that divides their diet.

wiki says: "Visitors do not need to eat, drink, or sleep, but they receive alcohol from tavern keepers."
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4274 on: January 12, 2020, 04:52:34 am »

OK.
Also, will entities automatically use the pack animal with most storage? and if not, is it possible to make an entity only use a certain pack animal? I figured it out.
« Last Edit: January 12, 2020, 05:43:25 am by Logariter »
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